11/13/16

Order of Battle Pacific: US Marines – AAR, Scenario 6 Part 2

Airboy’s Pacific campaign continues in the latest AAR episode ~

Avery Abernethy, 13 November 2016

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Scenario 6 – Gilbert Islands (continued)

After seeing my 2nd wave at Tarawa stopped on the beach I moved my 2nd wave far to the East on Makin for several turns. Hopefully the Japanese defenders were flanked.

Tarawa Turn 8
Tarawa Turn 8

 

Tarawa 2nd Wave Barely Off the Beach
Tarawa 2nd Wave Barely Off the Beach

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11/12/16

Order of Battle Pacific: US Marines – AAR, Scenario 6 Part 1

Airboy’s Pacific campaign continues in the latest AAR episode ~

Avery Abernethy, 12 November 2016

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Scenario 6 – Gilbert Islands

Tarawa is surrounded by landing zones. It was tempting to use four or more landing zones to chop up the Japanese defenders. I (mostly) resisted temptation. Thus far the Japanese have limited armor and no mechanized units. This limits their mobility. The one time I did not concentrate my forces got my Marines chopped up.

Tawara Landing Zones
Tawara Landing Zones

My strategy is landing on one end of Tarawa and sweeping to the other end of the island. This provides two advantages. My forces are concentrated and heavy artillery can be landed on a secured beach. Long range fire from my 155s has been devastating. There are three landing zones, but they are clustered together. Landing zone one is a risk because it is slightly isolated from landing zone two and three. But if landing zone one is successful it should destroy the Japanese HQ and diminish the effectiveness of Tarawa’s defenders.

 

Tarawa Landing Zones
Tarawa Landing Zones

 

I must knock out five bunkers on the larger island of Makin. But the bunker locations are unknown. Because Tarawa has air strips I committed a larger force there.

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10/28/16

GrogHeads Reviews 1775: Rebellion, Digital Version

Ardwulf makes a guest appearance with his review of HexWar’s new adaptation of Academy Games’ 1775: Rebellion.  How does the boardgame translate to the computer? ~

Gary Mengle, 28 October 2016

1775: Rebellion, from boardgame publisher Academy Games and PC developer HexWar and now available through Steam for Windows, Mac and Linux, sits uncomfortably between the kindred worlds of board and PC strategy gaming. An adaptation of Academy’s well-regarded Euro-style board game on the American Revolution, it translates the source material very faithfully but will leave PC-focused strategy gamers unsatisfied.

1775 tells the story of America’s revolution against the British Empire. There are seats for two teams of four players each, but the game can just as easily accommodate two players taking both sides of their team. French and Hessian units can enter play on the sides of the Americans and British, respectively, while Native American units can enter play or become controlled by one or both sides.

1775-2_1

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10/24/16

Order of Battle Pacific: US Marines – AAR, Scenario 5 Part 3

Airboy’s extended campaign AAR continues across the Pacific ~

Avery Abernethy, 24 October 2016

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Scenario 5 Bougainville – Avery Abernethy

In the Bougainville scenario you have to land, advance, build two airfields and then survive the Japanese Counter-Attacks. Your Marines must be aggressive to take the ground and build both landing strips within 20 turns.   A large surface fleet naval battle must be won to protect your Marine supply ships.

The Land Battle, continued:

Turn 24 - buying corsairs
Turn 24 – buying corsairs

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10/23/16

Order of Battle Pacific: US Marines – AAR, Scenario 5 Part 2

Airboy’s extended campaign AAR continues across the Pacific ~

Avery Abernethy, 23 October 2016

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Scenario 5 Bougainville – Avery Abernethy

The Naval Battle:

The key to victory is keeping a screen of destroyers between your cruisers and the Japanese destroyers. If the Japanese destroyers get to close range and launch torpedoes your cruisers are doomed. But torpedoes can only be launched once every four turns. My destroyers are both shields to absorb torpedo attacks and spears to torpedo Japanese cruisers after the Jap destroyers are sunk. A second advantage of a tightly clustered fleet is better anti-aircraft fire.

Navy got PT squadron
Got PT squadron

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